Medium Humanoid (Fish Folk), Neutral
Armor Class 15 natural scales
Hit Points 52 (6d8 + 25)
Speed 20 ft., Swim 50 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws DEX +10, WIS +11
Skills Perception +7, Stealth +5, Survival +5
Damage Resistances Cold
Condition Immunities Blinded
Gear 2 harpoons and 30 feet of rope
Senses Blindsight 60ft, Passive Perception 4
Languages abyssal, fish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious

The angler folk can breathe air and water.

Sightless Hunter

The angler folk has no conventional vision. It perceives its surroundings through vibrations, pressure changes, scent, and sound. It is immune to the blinded condition, and magical darkness does not impede its blindsight.However, while underwater, if the angler folk takes thunder damage, its blindsight is reduced to 10 feet until the end of its next turn.

Abyssal Camouflage

While completely submerged in dim light or darkness, the angler folk can Hide as a bonus action.It has advantage on Dexterity (Stealth) checks made underwater.

Pack of the Deep

The angler folk has advantage on an attack roll against a creature if another angler folk is within 5 feet of the target.

Actions

Multiattack

The angler folk makes two attacks with its Barbed Spear or Claws.

Barbed Spear

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If thrown underwater, the spear suffers no disadvantage from being used at long range.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.

Drag Below

Immediately after hitting a creature with a Barbed Spear, the angler folk can attempt to pull it. The target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the angler folk. If another Angler Folk is adjacent to the attacker, the target makes this save with disadvantage.

Reactions

Vanish into the Black

When an attack misses the angler folk while it is underwater, it can move up to 15 feet without provoking opportunity attacks.

If this movement takes it into darkness, it may immediately attempt to Hide.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

thegoodGerman

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